Command v1.06 - The new features Part I (Full Version)

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Dimitris -> Command v1.06 - The new features Part I (11/30/2014 5:56:17 PM)

http://www.warfaresims.com/?p=3539




Randomizer -> RE: Command v1.06 - The new features Part I (11/30/2014 6:11:35 PM)

Christmas comes early (hopefully)! These features sound great for scenario authors and Players alike. Looking forward to Part 2 thanks in advance.

-C




Dutchie999 -> RE: Command v1.06 - The new features Part I (11/30/2014 6:41:44 PM)


Excited what suggestions of us made it to the next version of C:MANO [sm=Cool-049.gif]




Mgellis -> RE: Command v1.06 - The new features Part I (11/30/2014 7:15:05 PM)

Looking forward to this next release!





tommo8993 -> RE: Command v1.06 - The new features Part I (11/30/2014 7:41:11 PM)

Glad to see the sales figures are doing good




AdmiralSteve -> RE: Command v1.06 - The new features Part I (11/30/2014 7:43:22 PM)

You Dev's are taking this game over the top. A congratulatory salute to all of you as well as the players that spend the untold sums of time (much to the displeasure of our spouses and should be spanked [sm=fighting0056.gif]) with playing, suggesting improvements and developing Command.




nocacounsel -> RE: Command v1.06 - The new features Part I (11/30/2014 9:19:20 PM)

I'm also very pleased to see the sales figures were above projection! I still consider the CL edition I purchased underpriced for what one gets.

I know I'm not alone in my great appreciation to the developers & beta testers who have worked to make this amazing game/sim even better since its release.

Thank you!




Mimer -> RE: Command v1.06 - The new features Part I (11/30/2014 9:54:12 PM)

Excellent (wrote one of the ones who arrived via Steam).





Vici Supreme -> RE: Command v1.06 - The new features Part I (11/30/2014 11:24:08 PM)

Awesome, looking forward to it! Thanks to the whole team. [:)]




Marder -> RE: Command v1.06 - The new features Part I (12/1/2014 5:24:53 AM)

Your Team is awesome. Now with the strong Baloogan in addition it even gets stronger.

For a noob like me, i like the unit photo preview you added to the interface. :)

http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2014/11/Proficiency003.png




magi -> RE: Command v1.06 - The new features Part I (12/1/2014 5:47:13 AM)

very exciting..... thank you guys.....




Helderik -> RE: Command v1.06 - The new features Part I (12/1/2014 11:06:13 AM)

That looks awesome! Great job!

BTW: Kinematic range for torpedoes in the Doctrine and RoE window is also new right? What does this do?



Erik




Pergite! -> RE: Command v1.06 - The new features Part I (12/1/2014 1:47:18 PM)

BZ!




poosd -> RE: Command v1.06 - The new features Part I (12/1/2014 3:24:28 PM)

Hi all,

Did I miss an update? I know that ver. 1.05.02 (beta) was out, but I'm too much of a chicken to go to the bleeding edge and was waiting for a stable 1.05.2 (Official?) version to come out.
Haven't seen it. Now it looks like a "Real" 1.06 is soon to be out? I'm not a programmer so if all this is just programing/version semantics, could someone educate me?

Thanks,
Dean




Spookyashell -> RE: Command v1.06 - The new features Part I (12/1/2014 4:28:33 PM)

Glad I bought this game now that I see continued development of the game.
How long will you keep updating it?




mikkey -> RE: Command v1.06 - The new features Part I (12/1/2014 6:52:40 PM)

poosd, "Command-MANO update 1.05" is official patch, 1.05.02 is beta patch and now will be the next official patch "Command-MANO update 1.06"




poosd -> RE: Command v1.06 - The new features Part I (12/1/2014 8:29:54 PM)

mikkey,

Thank you sir. I'll be waiting for 1.06.

Dean
(poosd)




SSN754planker -> RE: Command v1.06 - The new features Part I (12/2/2014 8:08:48 PM)

Spooky, the devs are in it for the long haul.




mikmykWS -> RE: Command v1.06 - The new features Part I (12/2/2014 11:20:48 PM)


quote:

ORIGINAL: Spookyashell

Glad I bought this game now that I see continued development of the game.
How long will you keep updating it?


Till we get the game we always wanted[:)]




Dutchie999 -> RE: Command v1.06 - The new features Part I (12/3/2014 1:29:06 PM)


quote:

ORIGINAL: mikmyk


quote:

ORIGINAL: Spookyashell

Glad I bought this game now that I see continued development of the game.
How long will you keep updating it?


Till we get the game we always wanted[:)]


Someone is prepared to die here [;)]




Pergite! -> RE: Command v1.06 - The new features Part I (12/3/2014 2:49:17 PM)


quote:

ORIGINAL: mikmyk


quote:

ORIGINAL: Spookyashell

Glad I bought this game now that I see continued development of the game.
How long will you keep updating it?


Till we get the game we always wanted[:)]


How can we help to keep your funding up? Neither extra maps or horse armour seems applicable here ;)

Or are you planning to go after some juicy defense contracts in order to pay the bills?




mikmykWS -> RE: Command v1.06 - The new features Part I (12/3/2014 3:05:37 PM)

Thats one path of several we are pursuing. Obviously we want to make a fair return on all this. In general we are very satisfied with sales and feel good about with where we are going in the future. Our publishers, partners and the player community have been great .

Mike




Mgellis -> RE: Command v1.06 - The new features Part I (12/3/2014 3:51:14 PM)

quote:

ORIGINAL: Pergite!

How can we help to keep your funding up? Neither extra maps or horse armour seems applicable here ;)

Or are you planning to go after some juicy defense contracts in order to pay the bills?


Probably the best things we can do are...

1. Tell everyone we know about this game. Odds are, most of them will not be interested, but you might be surprised. Not every war-gamer wears his (or her) love for the hobby on his (or her) sleeve. I suspect, among other things, there are a lot of computer-savvy grandfathers who lived through the Vietnam era who might enjoy Command.

2. Write lots of interesting scenarios. Get other people to write interesting scenarios. This includes simple scenarios that novice players can play to gain experience (maybe these could even be bundled as a separate scenario pack so people would know they could start with them?). Write scenarios that take advantage of all the cool, unique features that Command offers.

(I think there is even a case to be made for adding a few fantasy elements. F-15s vs. MiG-29s? Lots of possibilities, to be sure, but what if you could also have F-15s vs. fire-breathing dragons? Or flying saucers? Or beam weapon-toting magical girls? You'd probably triple your sales right there.)

3. As you notice things that could be improved or added, suggest them, especially those that would affect gameplay and scenario design.





mikmykWS -> RE: Command v1.06 - The new features Part I (12/3/2014 11:25:58 PM)

Yeah all that helps.

Honestly we get the greatest kick out of seeing people have fun with the games and doing different things with it.

Mike




cf_dallas -> RE: Command v1.06 - The new features Part I (12/5/2014 12:15:14 AM)

I continue to be amazed at the (free) improvements. I'm really glad sales have exceeded expectations too.




TonyAAA -> RE: Command v1.06 - The new features Part I (12/5/2014 12:28:53 AM)

quote:

ORIGINAL: Pergite!



How can we help to keep your funding up? Neither extra maps or horse armour seems applicable here ;)




I think many of us would pay for a third database/expansion covering WW1 and WW2.

Say 1900-1946




mikmykWS -> RE: Command v1.06 - The new features Part I (12/5/2014 1:03:23 AM)

Hi Tony

Its something we've been thinking about but we do have a substantial list of code changes we need to look at first to do WWI and WWII well.

Mike




batek688 -> RE: Command v1.06 - The new features Part I (12/5/2014 1:57:38 AM)

Personally, i'd like a "popular fiction" database with things like EB-52s and EB-1s from Larry Bond's books...but that's like, for your 2017 list of nice to haves in a year or three =)




riflebrigade -> RE: Command v1.06 - The new features Part I (12/5/2014 4:58:52 AM)

I must agree Modern Air / Naval Operations has been updated to a level I did not expect to be possible when I purchased the game.

The addition of Unit-level proficiency values is a big surprise, I asked if this could be provided and it appeared the provision of Unit-level proficiency values was only wanted by a small number of game owners. This should provide an enormous benefit to the game.

Could you advise exactly what and how operations/tasks are effected by the Unit-level proficiency values?

I await the v1.06 part 2 to see what other additions will be coming.












thewood1 -> RE: Command v1.06 - The new features Part I (12/5/2014 12:36:54 PM)

Are we close to a release on the update?




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